wip: don't lock command mutex for each mass/spring in FillGraph()
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@ -30,7 +30,7 @@ constexpr float ROT_SPEED = 1.0;
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constexpr float CAMERA_SMOOTH_SPEED = 15.0;
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// Physics Engine
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constexpr float SIM_SPEED = 4.0; // How large each update should be
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constexpr float SIM_SPEED = 0.2; // How large each update should be
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constexpr float TIMESTEP = 1.0 / 90; // Do 90 physics updates per second
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constexpr float MASS = 1.0; // Mass spring system
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constexpr float SPRING_CONSTANT = 5.0; // Mass spring system
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@ -83,7 +83,7 @@ public:
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std::unordered_map<std::pair<State, State>, int> state_springs;
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public:
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MassSpringSystem() {
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MassSpringSystem() : threads(std::thread::hardware_concurrency() - 1) {
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#ifndef BARNES_HUT
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last_build = REPULSION_GRID_REFRESH;
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std::cout << "Using uniform grid repulsion force calculation." << std::endl;
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@ -188,6 +188,10 @@ public:
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auto AddSpringCmd(const State &a, const State &b) -> void;
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auto ClearCmd() -> void;
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auto AddMassSpringsCmd(const std::unordered_set<State> &masses,
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const std::vector<std::pair<State, State>> &springs)
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-> void;
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};
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// https://en.cppreference.com/w/cpp/utility/variant/visit
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@ -39,7 +39,7 @@ auto main(int argc, char *argv[]) -> int {
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OrbitCamera3D camera;
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Renderer renderer(camera);
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ThreadedPhysics physics;
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StateManager state(physics);
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StateManager state(physics); // TODO: What is this warning?
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InputHandler input(state, renderer);
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std::vector<Mass> masses; // Read from physics
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@ -74,7 +74,7 @@ auto main(int argc, char *argv[]) -> int {
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*/
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// Read positions from physics thread
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// TODO: We're reading a HUGE amount of SHIT, because the state
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// TODO: We're copying a HUGE amount of SHIT, because the state
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// representations (std::string, ~100 Bytes) are copied ~3 times per
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// spring: state_masses<State, int> and state_springs<<State, State>,
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// int>
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@ -366,11 +366,18 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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}
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// Physics update
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// TODO: I need this thread to run at a constant rate
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
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// TODO: Notify the main thread of update
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// TODO: Just wait here until the main thread has fetched the data?
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// Then only the copying would be sequential, while the main thread
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// renders this thread can already calculate the physics...
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// TODO: Would std::swap help in any way?
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// Publish the positions for the renderer (copy)
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.pos_mtx);
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@ -402,3 +409,17 @@ auto ThreadedPhysics::ClearCmd() -> void {
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state.pending_commands.push(ClearGraph{});
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}
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}
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auto ThreadedPhysics::AddMassSpringsCmd(
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const std::unordered_set<State> &masses,
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const std::vector<std::pair<State, State>> &springs) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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for (const auto &_state : masses) {
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state.pending_commands.push(AddMass{_state});
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}
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for (const auto &[from, to] : springs) {
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state.pending_commands.push(AddSpring{from, to});
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}
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}
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}
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@ -37,12 +37,12 @@ auto StateManager::FillGraph() -> void {
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std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
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closure = current_state.Closure();
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for (const auto &state : closure.first) {
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physics.AddMassCmd(state);
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}
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for (const auto &[from, to] : closure.second) {
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physics.AddSpringCmd(from, to);
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}
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physics.AddMassSpringsCmd(closure.first, closure.second);
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// TODO: We have only dispatched the commands, the states won't be downloaded
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// when calling this... Make FindWinningStates() another command?
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// Or recalculate whenever masses.size() changes?
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FindWinningStates();
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}
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